2022-03-07 19:55:40 -06:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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2024-12-18 00:21:35 -06:00
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return float4(x + y, x - y, x * y, x / y) / 100.0;
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2022-03-07 19:55:40 -06:00
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}
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[test]
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2024-11-22 15:45:54 +08:00
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draw quad
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2024-12-18 00:21:35 -06:00
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probe (0, 0) rgba (0.20, -0.10, 0.75, 0.0) 1
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2022-03-07 19:55:40 -06:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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2024-12-18 00:21:35 -06:00
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return float4(x % y, +x, -x, y / x) / 10.0;
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2022-03-07 19:55:40 -06:00
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}
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[test]
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2024-11-22 15:45:54 +08:00
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draw quad
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2024-12-18 00:21:35 -06:00
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probe (0, 0) rgba (0.5, 0.5, -0.5, 0.3)
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2022-04-14 12:52:39 +02:00
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2022-10-14 15:10:13 +02:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 42;
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int y = 5;
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2024-12-18 00:21:35 -06:00
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return float4(x / y, -x / y, x / -y, -x / -y) / 10.0;
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2022-10-14 15:10:13 +02:00
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}
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[test]
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2024-11-22 15:45:54 +08:00
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draw quad
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2024-12-18 00:21:35 -06:00
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probe (0, 0) rgba (0.8, -0.8, -0.8, 0.8)
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2022-10-14 15:10:13 +02:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 42;
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int y = 5;
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2024-12-18 00:21:35 -06:00
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return float4(x % y, -x % y, x % -y, -x % -y) / 10.0;
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2022-10-14 15:10:13 +02:00
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}
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[test]
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2024-11-22 15:45:54 +08:00
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draw quad
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2024-12-18 00:21:35 -06:00
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probe (0, 0) rgba (0.2, -0.2, 0.2, -0.2)
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2022-10-14 15:10:13 +02:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 45;
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int y = 5;
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2024-12-18 00:21:35 -06:00
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return float4(x / y, -x / y, x / -y, -x / -y) / 10.0;
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2022-10-14 15:10:13 +02:00
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}
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[test]
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2024-11-22 15:45:54 +08:00
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draw quad
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2024-12-18 00:21:35 -06:00
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probe (0, 0) rgba (0.9, -0.9, -0.9, 0.9) 1
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2022-10-14 15:10:13 +02:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 45;
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int y = 5;
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return float4(x % y, -x % y, x % -y, -x % -y);
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}
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[test]
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2024-11-22 15:45:54 +08:00
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draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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2022-10-14 15:10:13 +02:00
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2024-12-18 00:21:35 -06:00
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[pixel shader fail(sm>=2&sm<6)]
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2022-04-14 12:52:39 +02:00
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float4 main() : SV_TARGET
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{
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int x = 1;
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int y = 0;
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return x / y;
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}
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2022-04-14 12:52:40 +02:00
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2023-09-14 19:29:24 +10:00
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[test]
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2021-08-20 01:30:58 +05:30
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draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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2023-09-14 19:29:24 +10:00
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2024-12-18 00:21:35 -06:00
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% Allowed regardless of shader model on 31 and below
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[pixel shader fail(sm>=2&sm<6)]
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2022-04-14 12:52:40 +02:00
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float4 main() : SV_TARGET
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{
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int x = 1;
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int y = 0;
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return x % y;
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}
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2022-04-27 10:56:21 +02:00
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2023-09-14 19:29:24 +10:00
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[test]
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2021-08-20 01:30:58 +05:30
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draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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2023-09-14 19:29:24 +10:00
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2024-01-29 20:07:39 -03:00
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2022-04-27 10:56:21 +02:00
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[require]
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2024-12-18 00:21:35 -06:00
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% Skip 1.x because of clamping.
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shader model >= 2.0
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2022-04-27 10:56:21 +02:00
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = -2147483648;
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int y = -1;
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return x / y;
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}
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[test]
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2024-11-22 15:45:54 +08:00
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draw quad
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2024-12-18 00:21:35 -06:00
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if(sm<4) todo probe (0,0) rgba ( 2147483648.0, 2147483648.0, 2147483648.0, 2147483648.0)
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if(sm>=4&sm<6) probe (0,0) rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)
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2024-02-10 13:16:22 -06:00
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if(sm>=6) probe (0,0) rgba (0.0, 0.0, 0.0, 0.0)
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2023-09-09 20:08:52 +02:00
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2023-09-14 19:29:24 +10:00
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2023-09-09 20:08:52 +02:00
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[pixel shader]
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float4 main() : sv_target
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{
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int2 x = {5, 15};
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int2 y = {2, 5};
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int2 z = {3, 8};
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return float4(x / y, z % y);
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}
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[test]
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2024-11-22 15:45:54 +08:00
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draw quad
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2024-02-10 13:16:22 -06:00
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probe (0, 0) rgba (2.0, 3.0, 1.0, 3.0)
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2025-03-13 02:35:01 -03:00
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% On SM1, negation constant folding is performed with float arithmetic.
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[pixel shader]
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float4 main() : sv_target
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{
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int a = -2147483648;
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return int4(a, -a, 0, 0);
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}
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[test]
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draw quad
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todo if(sm<4) probe (0, 0) rgba(-2147483648.0, 2147483648.0, 0, 0)
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if(sm>=4) probe (0, 0) rgba(-2147483648.0, -2147483648.0, 0, 0)
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% Note that the negation here causes loss of precision on SM1.
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[pixel shader]
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float4 main() : sv_target
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{
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int a = 16782201; // This rounds down to 16782200 when converted to float.
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return float4(a + 1, (-(-a)) + 1, 0, 0);
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}
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[test]
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draw quad
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todo if(sm<4) probe (0, 0) rgba(16782202, 16782200, 0, 0)
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if(sm>=4) probe (0, 0) rgba(16782202, 16782202, 0, 0)
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2025-02-28 13:25:21 -03:00
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[pixel shader]
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float4 main() : sv_target
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{
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int a = 16777217; // This rounds down to 16777216 when converted to float.
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int b = 10;
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return float4(a % b, a % (-b), (-a) % b, (-a) % (-b));
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}
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[test]
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draw quad
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todo if(sm<4) probe (0, 0) rgba(7, 7, -6, -6)
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if(sm>=4) probe (0, 0) rgba(7, 7, -7, -7)
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2025-02-28 16:26:30 -03:00
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[pixel shader]
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float4 main() : sv_target
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{
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int a = 16782201; // This rounds down to 16782200 when converted to float.
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int b = 999;
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return float4(a / b, a / (-b), (-a) / b, (-a) / (-b));
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}
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[test]
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draw quad
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if(sm<4) todo probe (0, 0) rgba(16799, -16799, -16798, 16798)
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if(sm>=4) probe (0, 0) rgba(16799, -16799, -16799, 16799)
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[pixel shader]
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float4 main() : sv_target
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{
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int a = 16782200;
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int b = 999;
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return float4(a / b, a / (-b), (-a) / b, (-a) / (-b));
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}
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[test]
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draw quad
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probe (0, 0) rgba(16798, -16798, -16798, 16798)
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